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Returning 35 results for 'both building diffusing charges round'.
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Magic Items
Dungeon Master’s Guide
These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
Magic Items
Dungeon Master’s Guide
While these pipes are on your person, ordinary rat;rats and giant rat;giant rats are Indifferent toward you and won’t attack you unless you threaten or harm them.
The pipes have 3 charges and
regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if
Scarab of Protection
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:
You have
advantage on saving throws against spells.
The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your
Magic Items
Basic Rules (2014)
.
You can expend 2 of the ring's charges to cast dominate monster on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and
addition, you have access to properties based on the Elemental Plane of Air.
The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17
Pipes of the Sewers
Legacy
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Magic Items
Basic Rules (2014)
unless you threaten or harm them.
The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended
swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.
Whenever a swarm of rats that isn't under
Ring of Elemental Command
Legacy
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Magic Items
Basic Rules (2014)
the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane.
The ring has 5 charges. It regains 1d4 + 1 expended
charges daily at dawn. Spells cast from the ring have a save DC of 17.
Ring of Air Elemental Command. You can expend 2 of the ring’s charges to cast dominate monster on an air elemental. In
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, providing protection or advice.A Matron Mother’s Lair
The palace of a drow matron mother is her home and fortress. Sigils throughout the building allow the matron mother to use the following
action two rounds in a row:
Perceive Interlopers. The drow projects her mind throughout her lair, marking any potential threats against her or her retinue. Until initiative count 20 of the next round
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Underdark armies arrayed against the followers of Lolth.
A Matron Mother’s Lair
The palace of a drow matron mother is her home and fortress. Sigils throughout the building allow the matron
any potential threats against her or her retinue. Until initiative count 20 of the next round, hostile creatures within the lair can’t become hidden from her and gain no benefit from the
Magic Items
Tasha’s Cauldron of Everything
’s Guide:
2 minor beneficial properties
1 major beneficial property
1 minor detrimental property
Spells. The crook has 6 charges. While holding it, you can use an action to expend 1 or more
of its charges to cast one of the following spells (save DC 18) from it: aura of life (2 charges), aura of purity (2 charges), banishment (1 charge), beacon of hope (1 charge), mass cure wounds (3
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Winged Boots Wondrous Item, Uncommon (Requires Attunement) These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1
charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Winged Boots Wondrous Item, Uncommon (Requires Attunement) These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1
charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Winged Boots Wondrous Item, Uncommon (Requires Attunement) These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1
charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Winged Boots Wondrous Item, Uncommon (Requires Attunement) These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1
charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Winged Boots Wondrous Item, Uncommon (Requires Attunement) These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1
charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Winged Boots Wondrous Item, Uncommon (Requires Attunement) These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1
charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
two stone walkways raised atop 20-foot-high marble columns.
Bridge. A stone bridge on the platform spans the river to the east. (See area 10 for more information on the bridge.)
Building. A mossy
staircase climbs the south wall to the top of the platform. There stands a 15-foot-high stone building with a commanding view of the river and stone doors set into its north, west, and south walls. A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
two stone walkways raised atop 20-foot-high marble columns.
Bridge. A stone bridge on the platform spans the river to the east. (See area 10 for more information on the bridge.)
Building. A mossy
staircase climbs the south wall to the top of the platform. There stands a 15-foot-high stone building with a commanding view of the river and stone doors set into its north, west, and south walls. A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
two stone walkways raised atop 20-foot-high marble columns.
Bridge. A stone bridge on the platform spans the river to the east. (See area 10 for more information on the bridge.)
Building. A mossy
staircase climbs the south wall to the top of the platform. There stands a 15-foot-high stone building with a commanding view of the river and stone doors set into its north, west, and south walls. A
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
, they use local settlements—and any competent visitors—as pawns in their struggle.
4
An ancient deep dragon has put the folk of a city to work building the dragon a metropolis to rule
conjures sludge-like moss that briefly covers surfaces in the lair. The ceiling, floor, and walls of the lair become difficult terrain until initiative count 20 on the next round.
Toxic Spores. The
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
plane. The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. Ring of Air Elemental Command. You can expend 2 of the ring’s charges
to cast dominate monster on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran. If you help slay an air
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
plane. The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. Ring of Air Elemental Command. You can expend 2 of the ring’s charges
to cast dominate monster on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran. If you help slay an air
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
plane. The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. Ring of Air Elemental Command. You can expend 2 of the ring’s charges
to cast dominate monster on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran. If you help slay an air
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
plane. The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. Ring of Air Elemental Command. You can expend 2 of the ring’s charges
to cast dominate monster on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran. If you help slay an air
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
plane. The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. Ring of Air Elemental Command. You can expend 2 of the ring’s charges
to cast dominate monster on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran. If you help slay an air
Monsters
Fizban's Treasury of Dragons
from the sea, but the dragon is too proud to ask for help getting home.
6
A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter
one creature within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
plane. The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. Ring of Air Elemental Command. You can expend 2 of the ring’s charges
to cast dominate monster on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran. If you help slay an air
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Scarab of Protection Wondrous item, legendary (requires attunement) If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical
nature. It provides two benefits while it is on your person: You have advantage on saving throws against spells. The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Scarab of Protection Wondrous item, legendary (requires attunement) If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical
nature. It provides two benefits while it is on your person: You have advantage on saving throws against spells. The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Scarab of Protection Wondrous item, legendary (requires attunement) If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical
nature. It provides two benefits while it is on your person: You have advantage on saving throws against spells. The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Scarab of Protection Wondrous item, legendary (requires attunement) If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical
nature. It provides two benefits while it is on your person: You have advantage on saving throws against spells. The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Scarab of Protection Wondrous item, legendary (requires attunement) If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical
nature. It provides two benefits while it is on your person: You have advantage on saving throws against spells. The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Scarab of Protection Wondrous item, legendary (requires attunement) If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical
nature. It provides two benefits while it is on your person: You have advantage on saving throws against spells. The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
14: Fortress The castellan governs the keep from its fortress, a stone stronghold solidly built to withstand assault. Multiple towers rise above the main building, which is 30 feet tall. The fortress
fortress, read the following boxed text aloud: Two round towers with pointed roofs flank this tiered stronghold. Archers march along its stone parapets, watching for signs of trouble. Two guards stand outside the fortress’s iron doors; they acknowledge passersby with stern nods.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
14: Fortress The castellan governs the keep from its fortress, a stone stronghold solidly built to withstand assault. Multiple towers rise above the main building, which is 30 feet tall. The fortress
fortress, read the following boxed text aloud: Two round towers with pointed roofs flank this tiered stronghold. Archers march along its stone parapets, watching for signs of trouble. Two guards stand outside the fortress’s iron doors; they acknowledge passersby with stern nods.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
14: Fortress The castellan governs the keep from its fortress, a stone stronghold solidly built to withstand assault. Multiple towers rise above the main building, which is 30 feet tall. The fortress
fortress, read the following boxed text aloud: Two round towers with pointed roofs flank this tiered stronghold. Archers march along its stone parapets, watching for signs of trouble. Two guards stand outside the fortress’s iron doors; they acknowledge passersby with stern nods.






